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Justin Salamon

Publications and source records attributed to Justin Salamon.

At least 19 recordsLinked to original sources

FoleyForge: Free-form, Controllable, Rectified-flow Editing of Sound Effects

We present FoleyForge, a generative model for instruction-based editing of sound effects. Given an input clip and a free-form instruction describing the desired change, it applies the edit while preserving the input's identity. A single model handles semantic, stylistic, and DSP-like changes. We introduce a data pipeline that guides an audio language model to author both DSP-based acoustic edits and similarity-preserving semantic edits, thus addressing the lack of publicly available audio editing data. Such data is then used to fine-tune a rectified-flow audio generation model, which we extend to expose attribute controls for loudness change, edit strength, and an input-derived contour envelope, each tunable via classifier-free guidance, yielding a more expressive editing model. FoleyForge achieves state-of-the-art instruction adherence at competitive audio quality and source faithfulness.

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CrossEdit: Cross-Modal Training Enables Rich Audio-Visual Editing

Multimedia editing requires generative models to interpret complex, compositional instructions and modify only the desired elements across modalities, a capability largely beyond existing systems. Current approaches are typically limited to simple, single-attribute edits within one modality, since diverse, high-quality editing pairs are hard to obtain, especially for cross-modal tasks where aligned audiovisual (AV) data is scarce. We present CrossEdit, a unified omni-modal editing model for images, audio, and video that performs AV movie scene edits zero-shot through cross-modal transfer. Our key observation is that complex instruction-following, once learned in any modality, generalizes to others. We exploit the additive nature of acoustic signals to procedurally generate large-scale audio editing pairs with compositional instructions, and show that fine-tuning on this synthetic data and self-supervised AV masked reconstruction, alongside a targeted set of curated cross-modal tasks, induces instruction-following that transfers zero-shot to unseen modality and instruction combinations. To evaluate this capability, we release CrossEditBench, a human-annotated benchmark of AV edits on movie scenes, and propose AV-FES, a metric that jointly scores instruction following and consistency. We show that our proposed techniques improve performance on zero-shot AV movie scene editing, while maintaining or improving performance on lip-synced speech editing and standard image, video, and audio editing benchmarks. Demos are available at https://wanchichen.github.io/crossedit/.

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TAC2: Timestamped Audio Captioning as composable functions

Real-world audio applications require precise, queryable representations grounded in physical time. Yet modern Large Audio-Language Models (LALMs) increasingly favor conversational generation, producing free-form descriptions that conflate acoustic perception with higher-level reasoning and lack precise temporal grounding. We introduce TAC2, a foundation model that casts timestamped audio captioning as composable functions to construct granular, speaker-attributed acoustic timelines directly from in-the-wild audio. To avoid prohibitively expensive manual annotation, we programmatically fuse complementary predictions from specialized weak teachers through time-registered IoU matching. We model the resulting multi-granularity schema of timestamped events, speaker turns, and fine-grained speech attributes using an Instruction-Input-Output (IIO) completion format, in which each task is a function of the audio, an instruction, and an optional input. A single call decodes the full description autonomously, while composing calls lets earlier outputs or external priors, such as a reference transcript, condition later ones. We further extend TAC2 with expressive speech attributes to obtain TAC2-S, using parameter-efficient specialists to elicit latent paralinguistic capabilities from the pre-trained backbone and distill them into a unified model. We validate the resulting representation in two complementary settings. Paired with frozen text-only LLMs, it yields strong spoken audio understanding across diverse reasoning backends, demonstrating the utility of decoupling fine-grained acoustic perception from downstream reasoning. Used as paired supervision for text-to-audio generation, it supports semantically and temporally grounded reconstruction, together with explicit zero-shot control over event timing, speaker attributes, and word-level emphasis.

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PromptSep-Speaker: Generative Target Speaker Extraction via Multimodal Prompting and Semantic Alignment

Target speaker extraction (TSE) isolates a desired speaker from a multi-speaker mixture using cues that identify the target. Prior work has explored acoustic and textual cues, such as enrollment audio and different types of speaker descriptors, but typically relies on a single cue family. Yet no single cue is both broadly available and reliably discriminative. Moreover, most TSE systems adopt mask-prediction models, which are prone to audible artifacts and generalize poorly across acoustic conditions. To address these limitations, we propose PromptSep-Speaker, a generative TSE model based on latent diffusion that unifies four interchangeable cues: speaker temporal order, transcript, enrollment audio, and speaker caption. The generative formulation delivers higher separation quality and multi-modal prompting improves applicability across scenarios. To fully exploit each cue, we further introduce a frozen WavLM representation with an auxiliary alignment loss that supervises query-mixture cross-attention without extra labeling. Across four evaluation sets and a listening study, PromptSep-Speaker achieves state-of-the-art performance over TSE and universal source separation baselines, improving separation accuracy and quality across cue modalities.

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TAC: Timestamped Audio Captioning

Large Audio Language Models struggle to disentangle overlapping events in complex acoustic scenes, yielding temporally inconsistent captions and frequent hallucinations. We introduce Timestamped Audio Captioner (TAC), a model that produces temporally grounded audio descriptions at varying degrees of detail and resolution. TAC is trained with a synthetic data pipeline that constructs challenging and dynamic mixtures from real-world audio sources, enabling robust learning under realistic polyphonic conditions. Across event detection and dense captioning, TAC outperforms all competing methods, with a low hallucination rate and accurate temporal grounding. We also introduce TAC-V, an audio-visual pipeline to generate semantically rich audio-visual descriptions. We then show that TAC and TAC-V serves as a "semantic bridge" for a text-only reasoner: a simple TAC$\rightarrow$LLM and TAC-V$\rightarrow$LLM cascade achieves state-of-the-art scores on benchmarks for both audio (MMAU-Pro, MMSU, MMAR) and audio-visual (DailyOmni, VideoHolmes) understanding and reasoning respectively.

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Smorph: Playable Sound Morphing with Diffusion Models

Sound morphing, generating intermediate sounds that transition from one sonic identity to another, can be a powerful tool for musical sound design. Existing diffusion-based morphing approaches entangle temporal structure and timbral identity, offering no mechanism to hold one fixed while transforming the other. We present smorph, a training-free guidance framework that preserves how a sound behaves over time while transforming what the sound is, allowing users to morph, for instance from brass to strings at a fixed pitch. We demonstrate across three morphing modes: prompt-to-prompt, audio-to-prompt, and audio-to-audio. Evaluations across diverse datasets show that smorph effectively produces smooth morph trajectories while substantially improving temporal-structure and source preservation over baselines, albeit with more conservative target-ward transformation in some settings. In an exploratory case study, musicians found smorph trajectories to be expressive and playable, suggesting structural anchoring can serve as a productive constraint for instrumental interaction.

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AudioChat: Unified Audio Storytelling, Editing, and Understanding with Transfusion Forcing

Despite recent breakthroughs, audio foundation models struggle in processing complex multi-source acoustic scenes. We refer to this challenging domain as audio stories, which can have multiple speakers and background/foreground sound effects. Compared to traditional audio processing tasks, audio stories introduce new layers of semantic, temporal, and physical complexity. To address this challenge, we propose AudioChat, a framework for developing audio foundation models that can generate, edit, and understand audio stories. AudioChat introduces a new paradigm in which LLM-based toolcalling agents simulate interactions between users and the system, and these simulated dialogues are used as training data. We also introduce a novel Audio Transfusion Forcing objective to train the AudioChat model, allowing it to simultaneously decompose high-level instructions via structured chain-of-thought reasoning and perform interactive multi-turn audio understanding/generation. To evaluate generation and editing performance, we develop three new metrics that directly measure task performance instead of relying upon distribution-based scoring. We highly encourage readers to visit our demo to better understand the capabilities of AudioChat: https://wanchichen.github.io/audiochat/.

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Generative Audio Extension and Morphing

In audio-related creative tasks, sound designers often seek to extend and morph different sounds from their libraries. Generative audio models, capable of creating audio using examples as references, offer promising solutions. By masking the noisy latents of a DiT and applying a novel variant of classifier-free guidance on such masked latents, we demonstrate that: (i) given an audio reference, we can extend it both forward and backward for a specified duration, and (ii) given two audio references, we can morph them seamlessly for the desired duration. Furthermore, we show that by fine-tuning the model on different types of stationary audio data we mitigate potential hallucinations. The effectiveness of our method is supported by objective metrics, with the generated audio achieving Fréchet Audio Distances (FADs) comparable to those of real samples from the training data. Additionally, we validate our results through a subjective listener test, where subjects gave positive ratings to the proposed model generations. This technique paves the way for more controllable and expressive generative sound frameworks, enabling sound designers to focus less on tedious, repetitive tasks and more on their actual creative process.

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Audiocards: Structured Metadata Improves Audio Language Models For Sound Design

Sound designers search for sounds in large sound effects libraries using aspects such as sound class or visual context. However, the metadata needed for such search is often missing or incomplete, and requires significant manual effort to add. Existing solutions to automate this task by generating metadata, i.e. captioning, and search using learned embeddings, i.e. text-audio retrieval, are not trained on metadata with the structure and information pertinent to sound design. To this end we propose audiocards, structured metadata grounded in acoustic attributes and sonic descriptors, by exploiting the world knowledge of LLMs. We show that training on audiocards improves downstream text-audio retrieval, descriptive captioning, and metadata generation on professional sound effects libraries. Moreover, audiocards also improve performance on general audio captioning and retrieval over the baseline single-sentence captioning approach. We release a curated dataset of sound effects audiocards to invite further research in audio language modeling for sound design.

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Mix2Morph: Learning Sound Morphing from Noisy Mixes

We introduce Mix2Morph, a text-to-audio diffusion model fine-tuned to perform sound morphing without a dedicated dataset of morphs. By finetuning on noisy surrogate mixes at higher diffusion timesteps, Mix2Morph yields stable, perceptually coherent morphs that convincingly integrate qualities of both sources. We specifically target sound infusions, a practically and perceptually motivated subclass of morphing in which one sound acts as the dominant primary source, providing overall temporal and structural behavior, while a secondary sound is infused throughout, enriching its timbral and textural qualities. Objective evaluations and listening tests show that Mix2Morph outperforms prior baselines and produces high-quality sound infusions across diverse categories, representing a step toward more controllable and concept-driven tools for sound design. Sound examples are available at https://anniejchu.github.io/mix2morph .

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PromptSep: Generative Audio Separation via Multimodal Prompting

Recent breakthroughs in language-queried audio source separation (LASS) have shown that generative models can achieve higher separation audio quality than traditional masking-based approaches. However, two key limitations restrict their practical use: (1) users often require operations beyond separation, such as sound removal; and (2) relying solely on text prompts can be unintuitive for specifying sound sources. In this paper, we propose PromptSep to extend LASS into a broader framework for general-purpose sound separation. PromptSep leverages a conditional diffusion model enhanced with elaborated data simulation to enable both audio extraction and sound removal. To move beyond text-only queries, we incorporate vocal imitation as an additional and more intuitive conditioning modality for our model, by incorporating Sketch2Sound as a data augmentation strategy. Both objective and subjective evaluations on multiple benchmarks demonstrate that PromptSep achieves state-of-the-art performance in sound removal and vocal-imitation-guided source separation, while maintaining competitive results on language-queried source separation.

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FLAM: Frame-Wise Language-Audio Modeling

Recent multi-modal audio-language models (ALMs) excel at text-audio retrieval but struggle with frame-wise audio understanding. Prior works use temporal-aware labels or unsupervised training to improve frame-wise capabilities, but they still lack fine-grained labeling capability to pinpoint when an event occurs. While traditional sound event detection models can precisely localize events, they are limited to pre-defined categories, making them ineffective for real-world scenarios with out-of-distribution events. In this work, we introduce FLAM, an open-vocabulary contrastive audio-language model capable of localizing specific sound events. FLAM employs a memory-efficient and calibrated frame-wise objective with logit adjustment to address spurious correlations, such as event dependencies and label imbalances during training. To enable frame-wise supervision, we leverage a large-scale dataset with diverse audio events, LLM-generated captions and simulation. Experimental results and case studies demonstrate that FLAM significantly improves the open-vocabulary localization capability while maintaining strong performance in global retrieval and downstream tasks.

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Sketch2Sound: Controllable Audio Generation via Time-Varying Signals and Sonic Imitations

We present Sketch2Sound, a generative audio model capable of creating high-quality sounds from a set of interpretable time-varying control signals: loudness, brightness, and pitch, as well as text prompts. Sketch2Sound can synthesize arbitrary sounds from sonic imitations (i.e.,~a vocal imitation or a reference sound-shape). Sketch2Sound can be implemented on top of any text-to-audio latent diffusion transformer (DiT), and requires only 40k steps of fine-tuning and a single linear layer per control, making it more lightweight than existing methods like ControlNet. To synthesize from sketchlike sonic imitations, we propose applying random median filters to the control signals during training, allowing Sketch2Sound to be prompted using controls with flexible levels of temporal specificity. We show that Sketch2Sound can synthesize sounds that follow the gist of input controls from a vocal imitation while retaining the adherence to an input text prompt and audio quality compared to a text-only baseline. Sketch2Sound allows sound artists to create sounds with the semantic flexibility of text prompts and the expressivity and precision of a sonic gesture or vocal imitation. Sound examples are available at https://hugofloresgarcia.art/sketch2sound/.

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Video-Guided Foley Sound Generation with Multimodal Controls

Generating sound effects for videos often requires creating artistic sound effects that diverge significantly from real-life sources and flexible control in the sound design. To address this problem, we introduce MultiFoley, a model designed for video-guided sound generation that supports multimodal conditioning through text, audio, and video. Given a silent video and a text prompt, MultiFoley allows users to create clean sounds (e.g., skateboard wheels spinning without wind noise) or more whimsical sounds (e.g., making a lion's roar sound like a cat's meow). MultiFoley also allows users to choose reference audio from sound effects (SFX) libraries or partial videos for conditioning. A key novelty of our model lies in its joint training on both internet video datasets with low-quality audio and professional SFX recordings, enabling high-quality, full-bandwidth (48kHz) audio generation. Through automated evaluations and human studies, we demonstrate that MultiFoley successfully generates synchronized high-quality sounds across varied conditional inputs and outperforms existing methods. Please see our project page for video results: https://ificl.github.io/MultiFoley/

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SILA: Signal-to-Language Augmentation for Enhanced Control in Text-to-Audio Generation

The field of text-to-audio generation has seen significant advancements, and yet the ability to finely control the acoustic characteristics of generated audio remains under-explored. In this paper, we introduce a novel yet simple approach to generate sound effects with control over key acoustic parameters such as loudness, pitch, reverb, fade, brightness, noise and duration, enabling creative applications in sound design and content creation. These parameters extend beyond traditional Digital Signal Processing (DSP) techniques, incorporating learned representations that capture the subtleties of how sound characteristics can be shaped in context, enabling a richer and more nuanced control over the generated audio. Our approach is model-agnostic and is based on learning the disentanglement between audio semantics and its acoustic features. Our approach not only enhances the versatility and expressiveness of text-to-audio generation but also opens new avenues for creative audio production and sound design. Our objective and subjective evaluation results demonstrate the effectiveness of our approach in producing high-quality, customizable audio outputs that align closely with user specifications.

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Augment, Drop & Swap: Improving Diversity in LLM Captions for Efficient Music-Text Representation Learning

Audio-text contrastive models have become a powerful approach in music representation learning. Despite their empirical success, however, little is known about the influence of key design choices on the quality of music-text representations learnt through this framework. In this work, we expose these design choices within the constraints of limited data and computation budgets, and establish a more solid understanding of their impact grounded in empirical observations along three axes: the choice of base encoders, the level of curation in training data, and the use of text augmentation. We find that data curation is the single most important factor for music-text contrastive training in resource-constrained scenarios. Motivated by this insight, we introduce two novel techniques, Augmented View Dropout and TextSwap, which increase the diversity and descriptiveness of text inputs seen in training. Through our experiments we demonstrate that these are effective at boosting performance across different pre-training regimes, model architectures, and downstream data distributions, without incurring higher computational costs or requiring additional training data.

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Language-Guided Audio-Visual Source Separation via Trimodal Consistency

We propose a self-supervised approach for learning to perform audio source separation in videos based on natural language queries, using only unlabeled video and audio pairs as training data. A key challenge in this task is learning to associate the linguistic description of a sound-emitting object to its visual features and the corresponding components of the audio waveform, all without access to annotations during training. To overcome this challenge, we adapt off-the-shelf vision-language foundation models to provide pseudo-target supervision via two novel loss functions and encourage a stronger alignment between the audio, visual and natural language modalities. During inference, our approach can separate sounds given text, video and audio input, or given text and audio input alone. We demonstrate the effectiveness of our self-supervised approach on three audio-visual separation datasets, including MUSIC, SOLOS and AudioSet, where we outperform state-of-the-art strongly supervised approaches despite not using object detectors or text labels during training.

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Bridging High-Quality Audio and Video via Language for Sound Effects Retrieval from Visual Queries

Finding the right sound effects (SFX) to match moments in a video is a difficult and time-consuming task, and relies heavily on the quality and completeness of text metadata. Retrieving high-quality (HQ) SFX using a video frame directly as the query is an attractive alternative, removing the reliance on text metadata and providing a low barrier to entry for non-experts. Due to the lack of HQ audio-visual training data, previous work on audio-visual retrieval relies on YouTube (in-the-wild) videos of varied quality for training, where the audio is often noisy and the video of amateur quality. As such it is unclear whether these systems would generalize to the task of matching HQ audio to production-quality video. To address this, we propose a multimodal framework for recommending HQ SFX given a video frame by (1) leveraging large language models and foundational vision-language models to bridge HQ audio and video to create audio-visual pairs, resulting in a highly scalable automatic audio-visual data curation pipeline; and (2) using pre-trained audio and visual encoders to train a contrastive learning-based retrieval system. We show that our system, trained using our automatic data curation pipeline, significantly outperforms baselines trained on in-the-wild data on the task of HQ SFX retrieval for video. Furthermore, while the baselines fail to generalize to this task, our system generalizes well from clean to in-the-wild data, outperforming the baselines on a dataset of YouTube videos despite only being trained on the HQ audio-visual pairs. A user study confirms that people prefer SFX retrieved by our system over the baseline 67% of the time both for HQ and in-the-wild data. Finally, we present ablations to determine the impact of model and data pipeline design choices on downstream retrieval performance. Please visit our project website to listen to and view our SFX retrieval results.

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